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osu-lazer/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs

563 lines
20 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Diagnostics;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Input;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osuTK;
using osuTK.Input;
namespace osu.Game.Screens.Edit.Compose.Components
{
/// <summary>
/// A container which provides a "blueprint" display of hitobjects.
/// Includes selection and manipulation support via a <see cref="Components.SelectionHandler"/>.
/// </summary>
public abstract class BlueprintContainer : CompositeDrawable, IKeyBindingHandler<PlatformAction>
{
protected DragBox DragBox { get; private set; }
public Container<SelectionBlueprint> SelectionBlueprints { get; private set; }
protected SelectionHandler SelectionHandler { get; private set; }
protected readonly HitObjectComposer Composer;
[Resolved(CanBeNull = true)]
private IEditorChangeHandler changeHandler { get; set; }
[Resolved]
protected EditorClock EditorClock { get; private set; }
[Resolved]
protected EditorBeatmap Beatmap { get; private set; }
private readonly BindableList<HitObject> selectedHitObjects = new BindableList<HitObject>();
private readonly Dictionary<HitObject, SelectionBlueprint> blueprintMap = new Dictionary<HitObject, SelectionBlueprint>();
[Resolved(canBeNull: true)]
private IPositionSnapProvider snapProvider { get; set; }
protected BlueprintContainer(HitObjectComposer composer)
{
Composer = composer;
RelativeSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
private void load()
{
SelectionHandler = CreateSelectionHandler();
SelectionHandler.DeselectAll = deselectAll;
AddRangeInternal(new[]
{
DragBox = CreateDragBox(selectBlueprintsFromDragRectangle),
SelectionHandler,
SelectionBlueprints = CreateSelectionBlueprintContainer(),
SelectionHandler.CreateProxy(),
DragBox.CreateProxy().With(p => p.Depth = float.MinValue)
});
// For non-pooled rulesets, hitobjects are already present in the playfield which allows the blueprints to be loaded in the async context.
if (Composer != null)
{
foreach (var obj in Composer.HitObjects)
addBlueprintFor(obj.HitObject);
}
selectedHitObjects.BindTo(Beatmap.SelectedHitObjects);
selectedHitObjects.CollectionChanged += (selectedObjects, args) =>
{
switch (args.Action)
{
case NotifyCollectionChangedAction.Add:
foreach (var o in args.NewItems)
SelectionBlueprints.FirstOrDefault(b => b.HitObject == o)?.Select();
break;
case NotifyCollectionChangedAction.Remove:
foreach (var o in args.OldItems)
SelectionBlueprints.FirstOrDefault(b => b.HitObject == o)?.Deselect();
break;
}
};
}
protected override void LoadComplete()
{
base.LoadComplete();
Beatmap.HitObjectAdded += addBlueprintFor;
Beatmap.HitObjectRemoved += removeBlueprintFor;
if (Composer != null)
{
// For pooled rulesets, blueprints must be added for hitobjects already "current" as they would've not been "current" during the async load addition process above.
foreach (var obj in Composer.HitObjects)
addBlueprintFor(obj.HitObject);
Composer.Playfield.HitObjectUsageBegan += addBlueprintFor;
Composer.Playfield.HitObjectUsageFinished += removeBlueprintFor;
}
}
protected virtual Container<SelectionBlueprint> CreateSelectionBlueprintContainer() => new HitObjectOrderedSelectionContainer { RelativeSizeAxes = Axes.Both };
/// <summary>
/// Creates a <see cref="Components.SelectionHandler"/> which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
/// </summary>
protected virtual SelectionHandler CreateSelectionHandler() => new SelectionHandler();
/// <summary>
/// Creates a <see cref="SelectionBlueprint"/> for a specific <see cref="DrawableHitObject"/>.
/// </summary>
/// <param name="hitObject">The <see cref="DrawableHitObject"/> to create the overlay for.</param>
protected virtual SelectionBlueprint CreateBlueprintFor(HitObject hitObject) => null;
protected virtual DragBox CreateDragBox(Action<RectangleF> performSelect) => new DragBox(performSelect);
protected override bool OnMouseDown(MouseDownEvent e)
{
bool selectionPerformed = performMouseDownActions(e);
// even if a selection didn't occur, a drag event may still move the selection.
prepareSelectionMovement();
return selectionPerformed || e.Button == MouseButton.Left;
}
private SelectionBlueprint clickedBlueprint;
protected override bool OnClick(ClickEvent e)
{
if (e.Button == MouseButton.Right)
return false;
// store for double-click handling
clickedBlueprint = SelectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered);
// Deselection should only occur if no selected blueprints are hovered
// A special case for when a blueprint was selected via this click is added since OnClick() may occur outside the hitobject and should not trigger deselection
if (endClickSelection(e) || clickedBlueprint != null)
return true;
deselectAll();
return true;
}
protected override bool OnDoubleClick(DoubleClickEvent e)
{
if (e.Button == MouseButton.Right)
return false;
// ensure the blueprint which was hovered for the first click is still the hovered blueprint.
if (clickedBlueprint == null || SelectionHandler.SelectedBlueprints.FirstOrDefault(b => b.IsHovered) != clickedBlueprint)
return false;
EditorClock?.SeekSmoothlyTo(clickedBlueprint.HitObject.StartTime);
return true;
}
protected override void OnMouseUp(MouseUpEvent e)
{
// Special case for when a drag happened instead of a click
Schedule(() =>
{
endClickSelection(e);
clickSelectionBegan = false;
isDraggingBlueprint = false;
});
finishSelectionMovement();
}
protected override bool OnDragStart(DragStartEvent e)
{
if (e.Button == MouseButton.Right)
return false;
if (movementBlueprints != null)
{
isDraggingBlueprint = true;
changeHandler?.BeginChange();
return true;
}
if (DragBox.HandleDrag(e))
{
DragBox.Show();
return true;
}
return false;
}
protected override void OnDrag(DragEvent e)
{
if (e.Button == MouseButton.Right)
return;
if (DragBox.State == Visibility.Visible)
DragBox.HandleDrag(e);
moveCurrentSelection(e);
}
protected override void OnDragEnd(DragEndEvent e)
{
if (e.Button == MouseButton.Right)
return;
if (isDraggingBlueprint)
{
// handle positional change etc.
foreach (var obj in selectedHitObjects)
Beatmap.Update(obj);
changeHandler?.EndChange();
}
if (DragBox.State == Visibility.Visible)
DragBox.Hide();
}
protected override bool OnKeyDown(KeyDownEvent e)
{
switch (e.Key)
{
case Key.Escape:
if (!SelectionHandler.SelectedBlueprints.Any())
return false;
deselectAll();
return true;
}
return false;
}
public bool OnPressed(PlatformAction action)
{
switch (action.ActionType)
{
case PlatformActionType.SelectAll:
selectAll();
return true;
}
return false;
}
public void OnReleased(PlatformAction action)
{
}
#region Blueprint Addition/Removal
private void addBlueprintFor(HitObject hitObject)
{
if (hitObject is IBarLine)
return;
if (blueprintMap.ContainsKey(hitObject))
return;
var blueprint = CreateBlueprintFor(hitObject);
if (blueprint == null)
return;
blueprintMap[hitObject] = blueprint;
blueprint.Selected += onBlueprintSelected;
blueprint.Deselected += onBlueprintDeselected;
if (Beatmap.SelectedHitObjects.Contains(hitObject))
blueprint.Select();
SelectionBlueprints.Add(blueprint);
OnBlueprintAdded(hitObject);
}
private void removeBlueprintFor(HitObject hitObject)
{
if (!blueprintMap.Remove(hitObject, out var blueprint))
return;
blueprint.Deselect();
blueprint.Selected -= onBlueprintSelected;
blueprint.Deselected -= onBlueprintDeselected;
SelectionBlueprints.Remove(blueprint);
if (movementBlueprints?.Contains(blueprint) == true)
finishSelectionMovement();
OnBlueprintRemoved(hitObject);
}
/// <summary>
/// Called after a <see cref="HitObject"/> blueprint has been added.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> for which the blueprint has been added.</param>
protected virtual void OnBlueprintAdded(HitObject hitObject)
{
}
/// <summary>
/// Called after a <see cref="HitObject"/> blueprint has been removed.
/// </summary>
/// <param name="hitObject">The <see cref="HitObject"/> for which the blueprint has been removed.</param>
protected virtual void OnBlueprintRemoved(HitObject hitObject)
{
}
#endregion
#region Selection
/// <summary>
/// Whether a blueprint was selected by a previous click event.
/// </summary>
private bool clickSelectionBegan;
/// <summary>
/// Attempts to select any hovered blueprints.
/// </summary>
/// <param name="e">The input event that triggered this selection.</param>
/// <returns>Whether a selection was performed.</returns>
private bool performMouseDownActions(MouseButtonEvent e)
{
// Iterate from the top of the input stack (blueprints closest to the front of the screen first).
// Priority is given to already-selected blueprints.
foreach (SelectionBlueprint blueprint in SelectionBlueprints.AliveChildren.Reverse().OrderByDescending(b => b.IsSelected))
{
if (!blueprint.IsHovered) continue;
return clickSelectionBegan = SelectionHandler.MouseDownSelectionRequested(blueprint, e);
}
return false;
}
/// <summary>
/// Finishes the current blueprint selection.
/// </summary>
/// <param name="e">The mouse event which triggered end of selection.</param>
/// <returns>Whether a click selection was active.</returns>
private bool endClickSelection(MouseButtonEvent e)
{
if (!clickSelectionBegan && !isDraggingBlueprint)
{
// if a selection didn't occur, we may want to trigger a deselection.
if (e.ControlPressed && e.Button == MouseButton.Left)
{
// Iterate from the top of the input stack (blueprints closest to the front of the screen first).
// Priority is given to already-selected blueprints.
foreach (SelectionBlueprint blueprint in SelectionBlueprints.AliveChildren.Reverse().OrderByDescending(b => b.IsSelected))
{
if (!blueprint.IsHovered) continue;
return clickSelectionBegan = SelectionHandler.MouseUpSelectionRequested(blueprint, e);
}
}
return false;
}
return true;
}
/// <summary>
/// Select all masks in a given rectangle selection area.
/// </summary>
/// <param name="rect">The rectangle to perform a selection on in screen-space coordinates.</param>
private void selectBlueprintsFromDragRectangle(RectangleF rect)
{
foreach (var blueprint in SelectionBlueprints)
{
// only run when utmost necessary to avoid unnecessary rect computations.
bool isValidForSelection() => blueprint.IsAlive && blueprint.IsPresent && rect.Contains(blueprint.ScreenSpaceSelectionPoint);
switch (blueprint.State)
{
case SelectionState.NotSelected:
if (isValidForSelection())
blueprint.Select();
break;
case SelectionState.Selected:
// if the editor is playing, we generally don't want to deselect objects even if outside the selection area.
if (!EditorClock.IsRunning && !isValidForSelection())
blueprint.Deselect();
break;
}
}
}
/// <summary>
/// Selects all <see cref="SelectionBlueprint"/>s.
/// </summary>
private void selectAll()
{
Composer.Playfield.KeepAllAlive();
// Scheduled to allow the change in lifetime to take place.
Schedule(() => SelectionBlueprints.ToList().ForEach(m => m.Select()));
}
/// <summary>
/// Deselects all selected <see cref="SelectionBlueprint"/>s.
/// </summary>
private void deselectAll() => SelectionHandler.SelectedBlueprints.ToList().ForEach(m => m.Deselect());
private void onBlueprintSelected(SelectionBlueprint blueprint)
{
SelectionHandler.HandleSelected(blueprint);
SelectionBlueprints.ChangeChildDepth(blueprint, 1);
Composer.Playfield.SetKeepAlive(blueprint.HitObject, true);
}
private void onBlueprintDeselected(SelectionBlueprint blueprint)
{
SelectionHandler.HandleDeselected(blueprint);
SelectionBlueprints.ChangeChildDepth(blueprint, 0);
Composer.Playfield.SetKeepAlive(blueprint.HitObject, false);
}
#endregion
#region Selection Movement
private Vector2[] movementBlueprintOriginalPositions;
private SelectionBlueprint[] movementBlueprints;
private bool isDraggingBlueprint;
/// <summary>
/// Attempts to begin the movement of any selected blueprints.
/// </summary>
private void prepareSelectionMovement()
{
if (!SelectionHandler.SelectedBlueprints.Any())
return;
// Any selected blueprint that is hovered can begin the movement of the group, however only the earliest hitobject is used for movement
// A special case is added for when a click selection occurred before the drag
if (!clickSelectionBegan && !SelectionHandler.SelectedBlueprints.Any(b => b.IsHovered))
return;
// Movement is tracked from the blueprint of the earliest hitobject, since it only makes sense to distance snap from that hitobject
movementBlueprints = SelectionHandler.SelectedBlueprints.OrderBy(b => b.HitObject.StartTime).ToArray();
movementBlueprintOriginalPositions = movementBlueprints.Select(m => m.ScreenSpaceSelectionPoint).ToArray();
}
/// <summary>
/// Moves the current selected blueprints.
/// </summary>
/// <param name="e">The <see cref="DragEvent"/> defining the movement event.</param>
/// <returns>Whether a movement was active.</returns>
private bool moveCurrentSelection(DragEvent e)
{
if (movementBlueprints == null)
return false;
if (snapProvider == null)
return true;
Debug.Assert(movementBlueprintOriginalPositions != null);
Vector2 distanceTravelled = e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
// check for positional snap for every object in selection (for things like object-object snapping)
for (var i = 0; i < movementBlueprintOriginalPositions.Length; i++)
{
var testPosition = movementBlueprintOriginalPositions[i] + distanceTravelled;
var positionalResult = snapProvider.SnapScreenSpacePositionToValidPosition(testPosition);
if (positionalResult.ScreenSpacePosition == testPosition) continue;
// attempt to move the objects, and abort any time based snapping if we can.
if (SelectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprints[i], positionalResult.ScreenSpacePosition)))
return true;
}
// if no positional snapping could be performed, try unrestricted snapping from the earliest
// hitobject in the selection.
// The final movement position, relative to movementBlueprintOriginalPosition.
Vector2 movePosition = movementBlueprintOriginalPositions.First() + distanceTravelled;
// Retrieve a snapped position.
var result = snapProvider.SnapScreenSpacePositionToValidTime(movePosition);
// Move the hitobjects.
if (!SelectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprints.First(), result.ScreenSpacePosition)))
return true;
if (result.Time.HasValue)
{
// Apply the start time at the newly snapped-to position
double offset = result.Time.Value - movementBlueprints.First().HitObject.StartTime;
Beatmap.PerformOnSelection(obj => obj.StartTime += offset);
}
return true;
}
/// <summary>
/// Finishes the current movement of selected blueprints.
/// </summary>
/// <returns>Whether a movement was active.</returns>
private bool finishSelectionMovement()
{
if (movementBlueprints == null)
return false;
movementBlueprintOriginalPositions = null;
movementBlueprints = null;
return true;
}
#endregion
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (Beatmap != null)
{
Beatmap.HitObjectAdded -= addBlueprintFor;
Beatmap.HitObjectRemoved -= removeBlueprintFor;
}
if (Composer != null)
{
Composer.Playfield.HitObjectUsageBegan -= addBlueprintFor;
Composer.Playfield.HitObjectUsageFinished -= removeBlueprintFor;
}
}
}
}